Showing posts with label uni. Show all posts
Showing posts with label uni. Show all posts

Wednesday, October 16, 2013

Conclusion.

For the purposes of those marking my work and seeing only what I have done in university this year, click the 'University bits' label to the left.  That will give you only the posts from university.
 
Today marks the end of my Masters.  By the time I go to bed, I will have handed in everything that I have done over the past 13 months.  Here is a recap of the things I've been looking at and a little bit about how that's affected my work and hopefully the use of the technology in the industry.

From the start of the year to the end, here are some photos and thoughts from the project:


When we were thinking about what to look at, Josh showed me this odd idea called Augmented Reality.  I knew about it but hadn't put any thought towards looking at it in depth.  Something about it just really appealed to me while I was looking at and I started thinking straight away about how it could be used in the world of gaming - if, of course, it wasn't already.




 
I searched for as many examples and uses of the technology as I could and found some really incredible things.  This image above was particularly intriguing because of the amount of detail that was in the graphic.  I had seen some 2D examples and some basic 3D stuff, but this was the first thing that really popped because of the work that had very obviously gone into it.  I believe a lot of the things in this example were moving round, too.
 


If I was going to concisely describe my project for the year, my plumb line was to be my family.  I drew this quick page to show how the technology works and how I'm going to use it.  Top left, the tadpole image as I draw it.  Below that, a little rendition of a 3D example - I just put some lines around it to make it look nice.  Below that still, I drew out two renditions of iPads that are viewing the same cards at different angles and then portrayed that on the screens.  This was my explanation of the goal of my project and the best way I found to tell people what Augmented Reality is.





To make a better example, I drew out this graphic.  A drawn robot, put on a card and then the 3D model positioned over the top of it, as it would be seen on the phone screen.
 
 

The first model of the year - the tadpole creature from my early example drawings.




I already had an idea for a game, so I thought I'd start the design process for the game itself while at the same time still trying to get my head around the technology and the way I could use it.  So I needed a character for the game.  It's one that I had thought of quite quickly, so I got to drawing it as many times as possible to refine the idea.  Late nights in McDonald's with the wifey were absolutely fantastic at pushing this process through quickly.  This is the main character - Subject 86.  I chose the name so that people could assign their own personalities and traits to the character - I think naming him would have slowed or stifled the immersion and ability to relate to the character.  Also, if something is 86ed, it's either going bad or is faulty.  Possibly like this guy.



I wanted to make a character that would appear through the game but that wouldn't be a bad guy.  I was wanting a friendly NPC that would pop up from time to time to aid the main character - one that would be recognisable to the player.  I also wanted to design the being that Subject 86 got his arm from.  So the design of the alien here was based on the arm that I'd given the main character!



Another friendly NPC (and stroke of doodle) was the SpEngineer.  I drew this guy out as I was warming up and loved him.  I developed him to be a fairly largely encountered NPC, although as the game design progressed he took on a smaller role.  He was still amazing fun to design and redraw over and over.



I tested a small model with the idea of applying my drawing style to the model.  My drawings are working drawings - quick and messy to get the job done.  Maya models are pretty clean-cut and straight lined, which is quite the opposite.  It would make for an amusing sitcom.  I modeled a simple box and drew out a cigarette packet onto it.  I was fairly happy with the result.



There came a time to start trying to model.  I've not modeled much before, so this was a lengthy and often dry process.  This was my rendition on Subject 86.  It's also as far as I got modeling Subject 86.



 
Another character I tried to model was the alien.  A little better, but more of a challenge.  With the model in the later stages, I put the poly count up to a ridiculous amount and proceeded to use the poly-sculpt tool to refine the shapes.  It worked pretty well, but I was ultimately happiest with the low-poly model that I started with.
 
 


 
I'm better at modeling robots.  Primarily because they're mostly squares and cylinders.  One of the things I was designing was a set of robots that are found with the SpEngineers.  They were all based on using a camera to record the environments of various planets that the SpEngineers were deployed to.  This particular 'bot was the Microbot - designed to access the smaller places and habitats.  Quite simple a camera on little legs.  This was the MKII - the MKI had very small legs on the back and looked quite like a dog.  I wanted more of a spider look, so I beefed up the legs all round for the second design.
 
 


This was the MKIII - a reinforced middle section was required in order for the printed model to be strong enough to stand.  The MKIV is under way, with a bigger camera and shielded under sections.



This image - and the animation that it is from (here) made me see that it was possible to get two individual Augmented Reality characters to interact.  I was designing the game with that in mind, but up until this point, I was designing the game theoretically.  This example meant I was now designing the game feasibly!



One of the unique things about Augmented Reality is the fact that the user can see an object on their screen from any angle they want.  They don't have to be stuck in the same position for the technology to work properly.  What's more amazing is that two people can look at the same thing from angles separate from one another.  One could really like the top-down view of an object, the other might like an angle from the side.  The beauty of this technology is that they can both do that at the same time.

So my thoughts turned to the use of one source of data being used by two or more people in different ways.  If people can use the same basic image(s) for the base of their unique Augmented Reality experience, it makes sense that they can interact with the Augmented Reality characters in different ways, too.  Now I didn't want the players to use the same character and control it separately, but I wanted to include this idea of using the same base for different means in some way.  This led to the ideas of using the same space and cards as each other but seeing different levels.  While cards are laid out on the table, the players see the limits of their level.  With the addition of seed cards - cards that hold the key to showing the content of a level - the players can each use a different seed card to show them content unique to them.

What's more, while two or more seed cards are in play, every player has the opportunity to access the contents provided by the seed cards.  This will be in the form of manholes and lifts to get from one content to another or in the form of sinkholes and fissures to send everyone falling to the content 'below'.



I wanted the main content of the levels to be fairly basic, with small interaction by the players having a little effect on such things as buildings, hills, etc.  To make the game more exciting and to make the game more customisable, I thought of using extra cards to add a little flair to the level content.  Some of these would only be seen by the player who places them on the table, others would be seen by everyone involved in the game at the time.  Some would serve to be markers to a particular target, others would serve to be the way in which players access the other contents in their game.

This one is the former; a marker card that all players can see, regardless of the content of the level they are currently playing on.  They can serve as distress flares if another player is needing help in their content; they could serve as markers to a secret entrance of some sort.  It's up to the players to decide how to use them.



This is from a card that serves the purpose of enabling a player to get from one level content to another.  This one in particular is a lift - there are also things like ladders, wells, stairs, etc.  All players can see these and use them to access different level contents.

So I had a basic idea of how the players could go through the game and I had the knowledge that interaction between two or more characters is possible.

I wanted a game that incorporated some of the most appealing aspects of games that I have looked at in the past.

I wanted:
The RPG aspect - building up the levels and statistics of a single character that the player takes control of.  Gaining experience through fighting enemies and finding items.

The collect and craft aspect - finding items and collecting resources from various places in order to combine them and use them effectively.

The multiplayer aspect - I wanted a game that actively encourages people to experience it together and engage a common foe.

The card game aspect - having all the characters, items, scenarios and environments on physical cards in the players' hands that they can hold, trade and collect.


So I had the gameplay idea and I had an idea of what I wanted the player to face.  Now I just had to design it.



 
The main focus of the game is fighting animals and collecting resources from their bodies.  Be it hide, bone, meat, etc; the player collects what they need from the animal and crafts items from their spoils - clothes, armour, weapons, etc.  Above here are a few examples of the animals I drew out for the game with two models that a good friend modeled for me.
 
 


The bigger enemies of the game are similar to Subject 86.  Known more commonly as Subjects 87+, they are hybrid/mutated/experiments of people who are out to get Subject 86 for whatever reason the player wants to assume.  (There is a story running through the game, but it wouldn't hurt to leave it a while until the players are shown what that story is).  Spoils, drops and pick ups are better when these guys are defeated, with rarer items being dropped as the enemies get bigger, more aggressive and more intelligent.  Players may work together to defeat these Subjects, but they will have to split the drops once the enemy is killed.

Another element of the game that I wanted to include was the finding of elemental artifacts.  This was initially to add a little spice to the game but became a way of increasing stats and making combat more engaging.



I had my game designed and I had ideas about the gameplay.  What I needed now was an example of the technology in action.  Using the image here, I had a good friend model the SpEngineer character.



Here is the finished SpEngineer!  Complete with a lovely cross-hatching filter that emulates my drawing style a little.  The 3D model and the 2D image are ready to be put together so that when viewed through an Augmented Reality app; the device interprets the 2D image as a base for the 3D model to appear and stand on.


And so rounds up the year.  I believe I have designed a unique game that not only uses Augmented Reality technology but will push it further in its application.  There is not a game out there that uses the technology in this way nor one that merges the use of cards and digital play in a way that makes the cards vital to the digital gameplay but that also enables people who maybe can't afford devices that support Augmented Reality to play the game just with the cards.


I am excited to see where this design will go and I'm looking forward to developing it more.  The possibilities of a game like this are yet to be realised and I can't wait to see what will come of this.

Peace.

Tuesday, October 15, 2013

The day before.

Hand in tomorrow.  Everything I can do is done.  I have one more thing left to wait on which is making me super-nervous.

An update from yesterday, I have the little Microbot MKIII sat in front of me, along with a flash drive and a DVD/CD containing all of my work from the year, one of several sketchbooks I have to hand in and one of the posters that I'm going to be putting up on the wall.


The only things left to do?  Wait on this last thing, get an older poster from upstairs and bring in (probably) 6 sketchbooks and two dolls tomorrow in preparation for the show.

That is all.

Peace.

Monday, October 14, 2013

3D printout!

Remember this?  That's right.  A link to another post on this blog.

I got the MKIII Microbot printed out in 3D and I am super happy about it.

Here it is:


I rarely use emoticons on here, but  :D

I have to go.  Bigger update tomorrow.

Peace.

Thursday, October 10, 2013

Round up.

And so begins the rounding up of the work that I've been doing over this past year.

A lot of sketchbooks and written notes.  I'm pretty excited to hand it all in but there's a little part of me that's pessimistically expecting to be told about something else we have to have done the day before we hand everything in...  Maybe that's just the influence of going through the Bachelors here...

I'll post the pages of my book here early next week.  For now, it's just an update to let my mum know I'm still alive and my wife know that I love her dearly.

Also, while there's nothing much more I need to be doing (apart from buying a flash drive to put everything on), I am still waiting on two contacts to put together a prototype for my final show.  Which is nerve-racking.  I've done everything I can and it is out of my hands - and has been for a good while now.  Having that sense of pretty much utter helplessness when it comes to finishing this thing is not the nicest feeling.  I have one photo to take in order to make a poster and I have one page to print in order to have the image I need available for people to see and use for the prototype; it's the prototype itself that I'm waiting for.

Try as I may, talking about it here isn't speeding up the process.  I'll have to get the nagging hat out.  It's the hat I wear when I'm reminding people that they said they'd help me.


One from a while ago, but eh.  Here it is again.

Peace.

Friday, October 4, 2013

Ordered!

Finally.  I've spent the best part of six hours getting this just laid out.  All the pages were finished!  All I needed to do was lay out the pages and send it to get printed.  And it took 6 hours.

And cost twice as much as originally quoted after postage was added...

Anyways.  Order confirmation has been recorded, delivery for the 16th of this month has been bought.  It is on the way.  I am a very happy man.




Here's the cover.  I'm extremely happy with it and I can't wait to see it in print.

There is only one image that I used twice, which I'm very happy about.  I had enough drawn out to fill the book with complete originality.

Also, although the software was a pain in the neck, I really think that I could have a good day making some books on the blurb website.  All I have to do is find some pictures to use...

Peace.

What the book?!

Once more, I have hit the wall that is the university internet firewall.  I have a book right now that is ready to go to print.  I have designed it, coloured it, previewed it not once, not twice, but thrice over.  I am currently signed in to the website but the software that I'm using - although provided by the company who's site I'm presently on - will not connect to the site to send the book through to print because of the firewall that the university has in place.

And can I get around it in any way?

No.  Of course I can't.  I'm not an administrator.  I've only been here four and a half years...

Peace.

Thursday, October 3, 2013

A little more to do.

Still waiting to colour in the final pieces, but for now here's one that I've been doing with a mouse.  It's not all that bad, but it's slower than I'd like.  I think it's time for lunch.




It's the final design of the Bio 'bot - the 'bot built for collecting biological samples from different planets in order to bring them safely back to Earth for study and research..  It's my favourite 'bot design, but it's also the one I've spent most time on, so once I have the time to work on the others I'm sure I'll warm to them.

Peace.

Deadlines.

I've got the rest of the day to get things sorted for putting my book together tomorrow.  It's not exactly cutting it fine because I don't have a whole lot to do, but it's still a little stressful.

On the plus side, I've got the drivers installed properly for the tablets, so that'll make colouring easier - when the rest of the students have finished using the tablets...

For now, here's a little something:




A rough of the images I've sent in to be in a brochure for the Masters show.  These are nice and pixelated and don't look right but this is the general idea of what I'm wanting.  I wanted it to read left to right and show the progression of some styles that I've started using this year.

On the left, Seasonal Superhero Reindeerman.  Drawn in pen in my usual style.

In the middle, a SpEngineer.  Drawn as I normally draw - in pen - but scanned and coloured digitally.

On the right, Subject 86.  Drawn normally but with a more fitting colouring style.

I'm pretty happy with it.  I can't wait to see it in print!

Speaking of in print, I'm finishing off my book so I can send it off to get printed.  I'm excited about it.

Peace.

Tuesday, October 1, 2013

Technology, right?

I'm the gremlin in the system.  It doesn't matter what system.  Any system.  I've had more trouble than most when it comes to paying council tax, booking flights, checking into a hotel, logging in to a computer, installing software, using software, getting a SIM card for a phone, cancelling a SIM card for a phone and transferring stores with my job.  To name but a few things.  Whilst I have come to expect it (and can therefore deal with it well) there are times when it gets too much and I just want to do something else.

This morning, although small, I've found myself getting very angry and frustrated that I can find no tablet that works with my computer.  I've seen everyone else using the same tablets on their computers with no problems, but when I try to run the drivers to use it, no dice.  The automated install that happens when I plug it into the USB port didn't work.  The website designed to provide drivers to install to run the tablet provides the software but the computer won't run it.  When I try to open and run it in a different way, I'm told that I can't because I'm not a freakin' administrator.

And of course this doesn't happen on a day when there's a lecturer free to give me a hand.  No.  There's a single lecturer in here and they are overseeing at least 40 people.

I guess I'm colouring in with a mouse this morning.

Peace.

Monday, September 30, 2013

Almost near the final stretch before the evening preceeding the pre-deadline.

I've lost track.  I'm just working as much as humanly possible at the moment.  Today:  Work until five, walk home, uni work for five hours from seven.  Tomorrow: Uni work until two, work until about 12am.  I like to mix it up.

Anyway.  My pages are ready for colouring!  I'm pretty happy.  20 pages, a front cover and a back cover.  Tomorrow I'll start the colouring...

For now:


Yep.  I will probably want to draw out Finn the Human in various states of adventure every week after I hand in my Masters.  That'd be a thing.

Home time.  Probably the earliest I can remember.  That's cool.

Peace.

Sunday, September 29, 2013

SKETCHES! Part II. And 300th POST!

Published post number 300 right here.

Thought I'd post a few more pictures that I'd scanned in the other day.  They are pages that all contain some of the animal-type drawings that I've been doing and there are also a few notes for various things in there, too.  I've got a good few favourites in there, among the 'bleh' scribbles.

Hope you enjoy them!

















There are also a few Subject 87+ designs and a SpEngineer or two in there.

Back to making this book!

Peace.

Friday, September 27, 2013

Sketches! Part I.

The fact there's an A3 scanner here means that I cut my scanning time in half.  I am very grateful for that.

Here are four pages from my sketchbooks.  Untouched after scanning, so pardon the scribbles and 'bleh' drawings.  (Whenever I'm drawing something and it's not going well at all, I scribble through it and write 'bleh' next to it.  Then I forget about it forever.)  Also, the mess in the top corners of the pages are places I've unclogged the end of my pen.  No-one likes a clogged pen.

Here they are; roughs for a little book I'm putting together:


People and satellites.



Satellites and screens.



Notes from a completely different game I'm working on.
And notes for the book I'm putting together.



Borders for the book, layout ideas and illustrations for the book.



City layout and 'bot bits.



Box ideas and level layout.


There will be more posts to come; I can assure you.  These are 6 scans out of 43...

Now to edit some of them!

Peace.

Scanners.

Never seen the films.  I just need to scan in so many sketchbook pages that I think I'm going to have to use both of the scanners in the room.

That is all for now.

Peace.

Monday, September 23, 2013

Models!

I have had a great deal of help from a couple of friends in making some models for me for my masters.

I am not the quickest, most effective modeler there is.  I can get things done, but it takes longer than I have to do.  And I love it, but going so slowly and having to learn with pretty much every shape I have to add takes a while.

So asking for help is what I've had to do.  I don't see it as a weakness - I see it as learning how things work in industry.  If I'm making a game, I alone am not responsible for designing, modeling, texturing, etc.  I do one of those things.  Other people in whatever team I find myself in are doing other parts of the production, so I see outsourcing, if you will, as a necessary part of learning how to work in the real world.

The two guys that have helped me so much are John Brierley and Phil Clark.

John is a guy who I went through university with and he's been a huge help.  He's modeled one of the main characters for the game - The SpEngineer:


You've seen this guy before - I posted him a little while ago.  I wanted to show you again!  You can see more of John's work here - check it out; it's great!

Phil is a guy who worked with a good friend at this company.  They've done a couple of really nice games and it was a privilege to have him do a little work.  Here are the two models he's done for me so far:



An antlered toucan from some of the designs I've drawn out.  It was my favourite of a dozen or so designs.  There are a few more that I've drawn out and it'll be nice to see them realised, but for now this is amazing!



And this guy is one of the bad guys.  A lovely mix of a cicada and an angler fish.  It's intended to be one of the bigger animals of the game and the lure coming off it's head is going to look like an artifact, so that the player goes to collect it; triggering a video that sees the creature here rise out of the ground and attack the player.  It's one of a few 'lure' creatures that I've designed and I'm pretty happy with it.

It's been incredible seeing some of my drawings come to life in 3D.  I have one or two stages to go and hopefully soon I'll see this come to life even more in Augmented Reality!  I can't wait!

As for today, I'm going to be writing our a few more rules for another game I've got going on and draw some more things up for this one.

Also, something's happened to my back and I can't really...  you know...  stand up.  So there's that.  Drawing it is, right?

Right.

Peace.